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#include "controls/game_controls.h"
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#include <cstdint>
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#include "controls/controller.h"
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#include "controls/controller_motion.h"
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#include "controls/devices/game_controller.h"
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#include "controls/devices/joystick.h"
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#include "controls/menu_controls.h"
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#include "controls/modifier_hints.h"
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#include "controls/plrctrls.h"
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namespace dvl {
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bool start_modifier_active = false;
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bool select_modifier_active = false;
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namespace {
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DWORD translate_controller_button_to_key(ControllerButton controller_button)
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{
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switch (controller_button) {
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case ControllerButton_BUTTON_A: // Bottom button
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return questlog ? DVL_VK_SPACE : DVL_VK_ESCAPE;
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case ControllerButton_BUTTON_B: // Right button
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return sgpCurrentMenu || stextflag || questlog ? DVL_VK_RETURN : DVL_VK_SPACE;
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case ControllerButton_BUTTON_Y: // Top button
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return DVL_VK_RETURN;
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case ControllerButton_BUTTON_LEFTSTICK:
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return DVL_VK_TAB; // Map
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case ControllerButton_BUTTON_BACK:
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case ControllerButton_BUTTON_START:
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return DVL_VK_ESCAPE;
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case ControllerButton_BUTTON_DPAD_LEFT:
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return DVL_VK_LEFT;
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case ControllerButton_BUTTON_DPAD_RIGHT:
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return DVL_VK_RIGHT;
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case ControllerButton_BUTTON_DPAD_UP:
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return DVL_VK_UP;
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case ControllerButton_BUTTON_DPAD_DOWN:
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return DVL_VK_DOWN;
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default:
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return 0;
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}
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}
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bool HandleStartAndSelect(const ControllerButtonEvent &ctrl_event, GameAction *action)
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{
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const bool in_game_menu = InGameMenu();
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const bool start_is_down = IsControllerButtonPressed(ControllerButton_BUTTON_START);
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const bool select_is_down = IsControllerButtonPressed(ControllerButton_BUTTON_BACK);
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start_modifier_active = !in_game_menu && start_is_down;
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select_modifier_active = !in_game_menu && select_is_down && !start_modifier_active;
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// Tracks whether we've received both START and SELECT down events.
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//
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// Using `IsControllerButtonPressed()` for this would be incorrect.
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// If both buttons are pressed simultaneously, SDL sends 2 events for which both buttons are in the pressed state.
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// This allows us to avoid triggering START+SELECT action twice in this case.
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static bool start_down_received = false;
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static bool select_down_received = false;
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switch (ctrl_event.button) {
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case ControllerButton_BUTTON_BACK:
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select_down_received = !ctrl_event.up;
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break;
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case ControllerButton_BUTTON_START:
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start_down_received = !ctrl_event.up;
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break;
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default:
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return false;
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}
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if (start_down_received && select_down_received) {
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*action = GameActionSendKey { DVL_VK_ESCAPE, ctrl_event.up };
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return true;
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}
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if (in_game_menu && (start_is_down || select_is_down) && !ctrl_event.up) {
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// If both are down, do nothing because `both_received` will trigger soon.
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if (start_is_down && select_is_down) return true;
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*action = GameActionSendKey { DVL_VK_ESCAPE, ctrl_event.up };
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return true;
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}
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return false;
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}
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} // namespace
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bool GetGameAction(const SDL_Event &event, ControllerButtonEvent ctrl_event, GameAction *action)
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{
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const bool in_game_menu = InGameMenu();
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if (HandleStartAndSelect(ctrl_event, action))
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return true;
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if (!in_game_menu) {
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switch (ctrl_event.button) {
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case ControllerButton_BUTTON_LEFTSHOULDER:
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if (select_modifier_active) {
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if (!IsAutomapActive())
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*action = GameActionSendMouseClick{ GameActionSendMouseClick::LEFT, ctrl_event.up };
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return true;
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}
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break;
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case ControllerButton_BUTTON_RIGHTSHOULDER:
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if (select_modifier_active) {
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if (!IsAutomapActive())
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*action = GameActionSendMouseClick{ GameActionSendMouseClick::RIGHT, ctrl_event.up };
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return true;
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}
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break;
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case ControllerButton_AXIS_TRIGGERLEFT: // ZL (aka L2)
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if (!ctrl_event.up) {
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if (select_modifier_active)
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*action = GameAction(GameActionType_TOGGLE_QUEST_LOG);
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else
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*action = GameAction(GameActionType_TOGGLE_CHARACTER_INFO);
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}
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return true;
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case ControllerButton_AXIS_TRIGGERRIGHT: // ZR (aka R2)
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if (!ctrl_event.up) {
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if (select_modifier_active)
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*action = GameAction(GameActionType_TOGGLE_SPELL_BOOK);
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else
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*action = GameAction(GameActionType_TOGGLE_INVENTORY);
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}
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return true;
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case ControllerButton_BUTTON_LEFTSTICK:
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if (select_modifier_active) {
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if (!IsAutomapActive())
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*action = GameActionSendMouseClick{ GameActionSendMouseClick::LEFT, ctrl_event.up };
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return true;
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}
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break;
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case ControllerButton_IGNORE:
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case ControllerButton_BUTTON_START:
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case ControllerButton_BUTTON_BACK:
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return true;
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break;
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default:
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break;
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}
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if (start_modifier_active) {
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switch (ctrl_event.button) {
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case ControllerButton_BUTTON_DPAD_UP:
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*action = GameActionSendKey{ DVL_VK_ESCAPE, ctrl_event.up };
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return true;
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case ControllerButton_BUTTON_DPAD_RIGHT:
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if (!ctrl_event.up)
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*action = GameAction(GameActionType_TOGGLE_INVENTORY);
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return true;
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case ControllerButton_BUTTON_DPAD_DOWN:
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*action = GameActionSendKey{ DVL_VK_TAB, ctrl_event.up };
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return true;
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case ControllerButton_BUTTON_DPAD_LEFT:
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if (!ctrl_event.up)
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*action = GameAction(GameActionType_TOGGLE_CHARACTER_INFO);
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return true;
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case ControllerButton_BUTTON_Y: // Top button
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#ifdef __3DS__
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if (!ctrl_event.up) {
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zoomflag = !zoomflag;
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CalcViewportGeometry();
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}
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#else
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// Not mapped. Reserved for future use.
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#endif
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return true;
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case ControllerButton_BUTTON_B: // Right button
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// Not mapped. TODO: map to attack in place.
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return true;
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case ControllerButton_BUTTON_A: // Bottom button
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if (!ctrl_event.up)
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*action = GameAction(GameActionType_TOGGLE_SPELL_BOOK);
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return true;
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case ControllerButton_BUTTON_X: // Left button
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if (!ctrl_event.up)
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*action = GameAction(GameActionType_TOGGLE_QUEST_LOG);
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return true;
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case ControllerButton_BUTTON_LEFTSHOULDER:
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if (!ctrl_event.up)
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*action = GameAction(GameActionType_TOGGLE_CHARACTER_INFO);
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return true;
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case ControllerButton_BUTTON_RIGHTSHOULDER:
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if (!ctrl_event.up)
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*action = GameAction(GameActionType_TOGGLE_INVENTORY);
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return true;
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default:
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return true;
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}
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}
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// Bottom button: Closes menus or opens quick spell book if nothing is open.
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if (ctrl_event.button == ControllerButton_BUTTON_A) { // Bottom button
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if (ctrl_event.up) return true;
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if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
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*action = GameActionSendKey { DVL_VK_F7, ctrl_event.up };
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else if (invflag)
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*action = GameAction(GameActionType_TOGGLE_INVENTORY);
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else if (sbookflag)
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*action = GameAction(GameActionType_TOGGLE_SPELL_BOOK);
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else if (questlog)
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*action = GameAction(GameActionType_TOGGLE_QUEST_LOG);
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else if (chrflag)
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*action = GameAction(GameActionType_TOGGLE_CHARACTER_INFO);
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else
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*action = GameAction(GameActionType_TOGGLE_QUICK_SPELL_MENU);
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return true;
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}
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if (!questlog && !sbookflag) {
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switch (ctrl_event.button) {
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case ControllerButton_IGNORE:
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return true;
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case ControllerButton_BUTTON_B: // Right button
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if (!ctrl_event.up) {
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if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
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*action = GameActionSendKey{ DVL_VK_F8, ctrl_event.up };
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else
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*action = GameAction(GameActionType_PRIMARY_ACTION);
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}
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return true;
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case ControllerButton_BUTTON_Y: // Top button
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if (!ctrl_event.up) {
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if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
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*action = GameActionSendKey{ DVL_VK_F6, ctrl_event.up };
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else
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*action = GameAction(GameActionType_SECONDARY_ACTION);
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}
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return true;
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case ControllerButton_BUTTON_X: // Left button
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if (!ctrl_event.up) {
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if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
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*action = GameActionSendKey{ DVL_VK_F5, ctrl_event.up };
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else
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*action = GameAction(GameActionType_CAST_SPELL);
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}
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return true;
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case ControllerButton_BUTTON_LEFTSHOULDER:
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if (!stextflag && !ctrl_event.up)
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*action = GameAction(GameActionType_USE_HEALTH_POTION);
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return true;
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case ControllerButton_BUTTON_RIGHTSHOULDER:
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if (!stextflag && !ctrl_event.up)
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*action = GameAction(GameActionType_USE_MANA_POTION);
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return true;
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case ControllerButton_BUTTON_DPAD_UP:
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case ControllerButton_BUTTON_DPAD_DOWN:
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case ControllerButton_BUTTON_DPAD_LEFT:
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case ControllerButton_BUTTON_DPAD_RIGHT:
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// The rest of D-Pad actions are handled in charMovement() on every game_logic() call.
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return true;
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case ControllerButton_BUTTON_RIGHTSTICK:
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if (!IsAutomapActive()) {
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if (IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
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*action = GameActionSendMouseClick{ GameActionSendMouseClick::RIGHT, ctrl_event.up };
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else
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*action = GameActionSendMouseClick{ GameActionSendMouseClick::LEFT, ctrl_event.up };
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}
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return true;
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default:
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break;
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}
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}
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if (ctrl_event.button == ControllerButton_BUTTON_BACK) {
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return true; // Ignore mod button
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}
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}
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// By default, map to a keyboard key.
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if (ctrl_event.button != ControllerButton_NONE) {
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*action = GameActionSendKey{ translate_controller_button_to_key(ctrl_event.button),
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ctrl_event.up };
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return true;
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}
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#ifndef USE_SDL1
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// Ignore unhandled joystick events where a GameController is open for this joystick.
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// This is because SDL sends both game controller and joystick events in this case.
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const Joystick *const joystick = Joystick::Get(event);
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if (joystick != NULL && GameController::Get(joystick->instance_id()) != NULL) {
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return true;
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}
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if (event.type == SDL_CONTROLLERAXISMOTION) {
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return true; // Ignore releasing the trigger buttons
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}
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#endif
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return false;
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}
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MoveDirection GetMoveDirection()
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{
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const float stickX = leftStickX;
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const float stickY = leftStickY;
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MoveDirection result{ MoveDirectionX_NONE, MoveDirectionY_NONE };
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if (stickY >= 0.5 || IsControllerButtonPressed(ControllerButton_BUTTON_DPAD_UP)) {
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result.y = MoveDirectionY_UP;
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} else if (stickY <= -0.5 || IsControllerButtonPressed(ControllerButton_BUTTON_DPAD_DOWN)) {
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result.y = MoveDirectionY_DOWN;
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}
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if (stickX <= -0.5 || IsControllerButtonPressed(ControllerButton_BUTTON_DPAD_LEFT)) {
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result.x = MoveDirectionX_LEFT;
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} else if (stickX >= 0.5 || IsControllerButtonPressed(ControllerButton_BUTTON_DPAD_RIGHT)) {
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result.x = MoveDirectionX_RIGHT;
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}
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return result;
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}
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} // namespace dvl
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